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About biggerdave

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    Master Sergeant

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  • Biography
    Little is known of the man they call Dave. Only one thing can be said for certain, and that is that there was already someone with the username "Big Dave", and he was confident he was bigger.

    In terms of height, that is. What you're thinking of _may_ be true, but we've yet to track down "Big Dave" to find out.
  1. Premium Content Suggestion

    No, this is definitely something weird on your end. The icon is shown if an object is defined in a modfolder, not whether it's a premium asset or not - hence why, if you install something that adjusts base classes, like ACE, you get the ACE icon next to some base content. The only thing I can think of that might caused what you're seeing there is that something overwriting those vests and doesn't have a properly defined icon (though, then it should still sort properly?) or you've moved the character_F_mark.pbo file from the marksman directory to the base addons folder for some reason (maybe some "tools" might do this? Though, what this would achieve is beyond me)
  2. Arma 3 Aegis (Alpha)

    Maybe some kind of futuristic mashup of the AK12 and 107? There was a very cool looking prototype AK12 with the counterbalancy device, that would be pretty to have ingame. (Top in the picture below) (Minor Bug, it seems IDAP's Kamaz seems to be getting a bit too into the spirit of the season, and has picked up a Ghostly Gunner - only seems to effect the covered variant, maybe an issue with how the BM-21 inheritance works?) Yes, I did notice this a month ago, and yes, I did wait until Halloween to report it just to make that joke. *Shades Descend* Deal with it.
  3. Hellfires don't work quite how you'd expect. There are two variants, the K variant can only lock onto laser targets - most helicopters have designators for this, but as far as I can tell, it's an uphill struggle trying to get the AI to use them properly. The L (longbow) variant locks onto radar targets, but be aware the only US helicopter that can mount hellfires AND has a radar is the Apache - I believe you can use the data-link added in jets to have another vehicle spot targets for you, though?
  4. Armaholic, how did this pass under your radar?

    The obvious solution would be for content creators to get together and demand Armaholic remove their work from the site unless something is done.
  5. Lib_truck_Base is definitely Iron Front - the classname is using the old Libmod tag.
  6. It'd be pretty neat if we could define a character's nationality in their identity, then flag patches on uniforms would dynamically adjust - sort of like how faces (or clan patches) work right now.
  7. Arma 3 Aegis (Alpha)

    Found the issue, and, it is literally the weirdest thing I've ever seen. So, I took the code from the linked thread, and stuck it in a pbo with a different classname, then, determining the issue with something you had in the code, rather than something you didn't, by the highly scientific process of randomly commenting out lines until it works, I have discovered that this line: cursor = gl; Is the problem. The only thing I can think of why this might be causing issue is it's something BIS built into the arsenal to prevent vehicle weapons/underslung GLs from showing up? Here's the code I used that works, in case I've got this wrong: (I changed some other stuff in case it was causing problems, but I'm pretty confident it's the cursor line that's the problem, comment it out, it shows up in the arsenal, uncomment it, it doesn't) class XM25_Fix: Rifle_Base_F { author = $STR_A3_Night515; _generalMacro = GL_XM25_F; baseWeapon = XM25_Fix; scope = 2; displayName = "XM25 Fix"; model = "\A3\Weapons_F_Aegis\Launchers\XM25\XM25_F.p3d"; picture = "\A3\Weapons_F_Aegis\Launchers\XM25\Data\UI\gear_XM25_CA.paa"; UiPicture = "\A3\Weapons_F\Data\UI\icon_gl_CA.paa"; weaponInfoType = "RscOptics_punisher"; modelOptics = "\A3\Weapons_F\Acc\reticle_cdtes"; magazines[] = {5Rnd_HE_Grenade_mag}; //cursor = gl; handAnim[] = { OFP2_ManSkeleton, "\A3\Weapons_F_Aegis\Launchers\XM25\Data\Anim\XM25.rtm" }; reloadAction = GestureReloadKatiba; recoil = recoil_default; maxZeroing = 1000; shotPos = "Usti hlavne"; shotEnd = "Konec hlavne"; modes[] = {Single}; class Single: Mode_SemiAuto { reloadTime = 0.25; dispersion = 0.00116; recoil = M240Recoil; recoilProne = M240Recoil; minRange = 50; minRangeProbab = 0.1; midRange = 500; midRangeProbab = 0.7; maxRange = 1000; maxRangeProbab = 0.05; }; class Library { libTextDesc = "Rabblerabble"; }; initSpeed = 210; descriptionShort = "Rabble"; inertia = 0.8; aimTransitionSpeed = 0.8; dexterity = 1.2; class WeaponSlotsInfo: WeaponSlotsInfo { class MuzzleSlot{}; class CowsSlot{}; class PointerSlot{}; mass = 140; }; class OpticsModes { class Sights { opticsID = 1; useModelOptics = true; opticsPPEffects[] = { OpticsCHAbera1, OpticsBlur1 }; opticsFlare = true; opticsZoomMin = 0.1875; opticsZoomMax = 0.0625; opticsZoomInit = 0.1875; distanceZoomMin = 100; distanceZoomMax = 100; memoryPointCamera = eye; cameraDir = look; visionMode[] = { Normal, NVG, Ti }; thermalMode[] = {0,1}; opticsDisablePeripherialVision = true; discretefov[] = {0.1875,0.0625}; discreteInitIndex = 0; }; }; DLC = Aegis; };
  8. Arma 3 Aegis (Alpha)

    Hmm... have you tried baseWeapon = "GL_XM25_F"; instead of baseWeapon = GL_XM25_F; AFAIK, it shouldn't make a difference whether it's a string or not (in fact, I pretty sure you don't even need to define baseweapon if you're inheriting from Rifle_Base_F), but stuff like this sometimes works. The only other thing I can think of is that it might be, since you're using the same style of classname as BIS, there's still some remnant of the old XM25 that's conflicting with your code? (I wouldn't think it is that, though, since you'd effectively be completely overwriting any old cfgweapons references to the XM25, unless there's some code in the arsenal that explicitly removes it? That would really be weird, though.) Maybe try adding this to the end: class XM25_TestNew: GL_XM25_F { displayName = "New Test XM25"; baseWeapon="XM25_TestNew"; }; If "New Test XM25" shows up in the arsenal, then it's definitely something weird with the classname. (On the plus side, that means you can fix it without breaking compatibility by just using GL_XM25_F as a base class)
  9. Arma 3 Aegis (Alpha)

    That... doesn't sound right? I had a quick look up, and the only source I could find for this seems to be the daily mail, so I'd take it with a pinch of salt. The mail is basically a nazi rag, they have a history of printing made up gung-ho stories about "them" running absurd hollywood style ops that read suspiciously like adverts for CoD - reading this article, it definitely sounds like bullshit, their "source" is a "top-secret report", they parrots the usual nonsense about 5,56 vs 7,62, oh, and look, they've even got a random unrelated picture of Prince Harry in uniform because presumably they couldn't shoehorn Princess Diana into this somehow... The MoD has a massive hard-on for ammo commonality, and, IIRC, SAS were using M16A2s back when everyone else still had SLRs, so... the idea that they'd throw that out the window and start using some brand-name rifle (not even the L129?) because it "does more damage"... yeah... (I mean, if they were mentioning that in hills of Afghanistan insurgents are outranging our troops with our old .303s, yeah, and that's the exact reason we've got the L129, but "does more damage"? "But it doesn't kill them outright!", well, golly, that is a problem, since insurgents regenerate health when they're behind cover!) Anyway, that's enough ranting (I'm sorry, it's just "papers that actually supported Hitler back in the 30s" are one of my triggers ) It's not a huge issue, just something I found a bit weird. XM25 bug definitely looks like an inheritance issue, couldn't say for certain, since I haven't looked at your config, but I've seen this exact bug before, and the problem was that I was inheriting from another weapon, and not defining a new baseweapon, so the engine just assumes you're trying to define a variant with a new scope or something and doesn't add it into the arsenal. So, what I imagine you've got is this: class NewGun: OldGun { displayName="New Gun"; //Some more code }; And what you want is this: class NewGun: OldGun { displayName="New Gun"; baseWeapon="NewGun"; //Some more code }; It might just be that there's a typo (ie, you've got "new_Gun" instead of "NewGun"), but I'd bet my bottom dollar it's baseweapon that's the problem. (I've never been particularly good at gambling, though, so I'm probably wrong!) (Is doing stuff just because it was in the pre-alpha such a great idea? I mean, it seems to me this stuff was changed for a reason)
  10. Arma 3 Aegis (Alpha)

    Some bugs I've noticed: M1014 reload animation bugs out while prone (uses the standing animation, but the fire-geo is all messed up?) XM25 doesn't appear in arsenal (incorrect baseweapon? It shows up if you start with the heavy grenadier class) CSAT Specop autorifle has an incorrectly defined weapon C130 landing gear clip through their bay doors when raised (also, I noticed that the 16th cargo position is always ordered to disembark by the AI? I might just have loaded them incorrectly in the editor, though) Some of the finer details of the BAF faction kinda feel a bit off right now, IMHO - the fennek doesn't really fit (we haven't used anything like that since the Fox), the Hunter would be more appropriate (we don't use the Oshkosh M-ATV, but we do use stuff that's similar enough). The ACOs used by standard troops don't really fit either (AFAIK, it's been standard practice for all infantry to have something like a SUSAT for quite a while now). The SCAR-H's for SF troops are also a bit contradictory to the British doctorine, since it's generally encouraged to keep the majority of small arms using the same calibre, SCAR-L's would be more appropriate (or 416s, since British SF generally use some variant of AR-15, but I'm not a huge fan of BIS's implementation of 416s, so...) Regarding SF loadouts, I'm not sure the Tavor's beefy enough for NATO - the 5,56 round tends to be a bit ineffective against CSAT troops at longer ranges. Likewise, the revolver isn't really suitable as a sidearm for CSAT (doesn't mount a silencer, small magazine size) - it'd be really neat to have a 6.5mm AR for NATO, and something like a Stechkin for CSAT (maybe port ArmA.2's UZI? There's already a good bit of Israeli kit in CSAT's arsenal) Finally, I'm not too keen on the new desert helmet for CSAT... it'd be nice to have the old brown hex helmet back, and keep the desert version as a variant (maybe add some randomization, like with the NATO helmets, so they spawn with either standard, desert or black helmet? It'd also be kinda neat to have a matching version of the fatigues for maps like Takistan where the brown hex is a bit too dark) Anyhows, just my 2 cents. I cannot stress how much I am really loving the mod as a whole.
  11. Laws of War DLC Assets

    Some issues I noticed: IDAP EOD specialist doesn't have any means of disarming mines (Well, aside from the Mk.1 foot...) No method of aiming the anti-mine drone's "weapon" (unless I'm missing something? - by the by, it'd be neat to have this for the military factions as well) Cargo Van is unable to transport go-karts Command Mobility Vehicles. (minor, but given we have a redstone karting skin for the van it seems like this isn't intended behaviour?)
  12. There seems to be a lot of issues with people uploading other people's work onto the steam workshop without their consent, typically in cases where this hasn't been done for various licence reasons. Would it be possible to have a function somewhere like cfgpatches to prevent this? ie: class CfgPatches { class SomeGenericAddonName { units[]= {}; weapons[]={}; requiredVersion=0.1; workshopAllowed=False; }; }; EDIT: Now that I think about it a bit more, a variant of .pbo that the publisher can't upload without the private key would probably be a better solution.
  13. HSO Zombat Patrol

    I'm planning on added a setting for predominantly slow (so, mostly Slow, Walkers and maybe Brittle Crawlers) and predominantly fast (so, medium, fast and maybe spiders) zombies - I'm not great with .sqf, but it should be able to be changed in the editor by just putting something like "HSO_ZP_FastZombies = 1" in the init field of the module, or in multiplayer lobby if the missions been set up for it (like using the more reinforcements/less reinforcements with the default combat patrol module) There's already some code for alternating between Mediterranean and Pacific CSAT troops in the vanilla module, so it shouldn't be too difficult to adapt it for this purpose.
  14. HSO Zombat Patrol

    Going to try and throw up an update later today, add some minor stuff and QoL fixes. Maybe see about getting my head around the workshop, and maybe put it on Nexus instead of 4shared (is there a reason no one uses Nexus?) Discount Greeks = AAF, Spaceballs = CSAT (it's the helmets, see?) It's a terrible throwaway joke that I'd be ashamed of, were I capable of feeling shame.
  15. Arma 3 Aegis (Alpha)

    IIRC, there's recently been (IRL) a renewal program, meaning we're stuck with these damn things until the 2030s (and the lore says the UK is completely broke in the 2030s, so it's figures we still wouldn't be able to get rid of them). Apparently, Mikhail Kalashnikov was once shown an SA80 by a British Officer, after taking a long look at the weapon, his only comment was "you must have very clever soldiers". That Tan version is ridiculously sexy, though.